Game-based learning in a production engineering course in Brazil

Detalhes bibliográficos
Autor(a) principal: Machado, Bruna Andrade [UNESP]
Data de Publicação: 2021
Outros Autores: De Souza, Fernando Bernardi [UNESP], De Souza Rodrigues, José [UNESP], Hotta, Bárbara Yumi [UNESP]
Tipo de documento: Artigo de conferência
Idioma: eng
Título da fonte: Repositório Institucional da UNESP
Texto Completo: http://dx.doi.org/10.5281/zenodo.5096755
http://hdl.handle.net/11449/222240
Resumo: Production Management courses are key points in Production Engineering programs. Teaching concepts of Lean Manufacturing and Theory of Constraints (TOC) is an arduous task, since it involves the need to establish several important fundamentals. Traditional classes based on blackboard and speech tend to bring monotony and lack of interest to students, reducing their retention of content. On the other hand, there are active teaching methodologies that allow these concepts to be better worked and fixed. Among these methodologies is the Game-Based Learning (GBL). Based on the use of games for educational purposes, GBL allows simulate some scenarios and teach concepts, while take decisions. For about ten years, Production Management (III and IV) classes at the researched institution have been held with the support of different games: the “Beer Game” and the “Lean Board Game”, in physical format and “Goldratt Simulator”, a virtual simulator. Although the teacher of the subjects understands the importance of using games to complement the classes and understanding the concepts covered, this application had not been the target of previous researches. In 2020, a research focused on the use of games in Production Engineering courses resulted in the implementation of steps and methods in order to analyse the gains from the implementation of the games in the subjects. The research model adopted divides students into a control group and a test group, with the application of learning and perception assessments by the participants.
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spelling Game-based learning in a production engineering course in BrazilActive methodologiesGame-based learningGamesProduction engineeringProduction Management courses are key points in Production Engineering programs. Teaching concepts of Lean Manufacturing and Theory of Constraints (TOC) is an arduous task, since it involves the need to establish several important fundamentals. Traditional classes based on blackboard and speech tend to bring monotony and lack of interest to students, reducing their retention of content. On the other hand, there are active teaching methodologies that allow these concepts to be better worked and fixed. Among these methodologies is the Game-Based Learning (GBL). Based on the use of games for educational purposes, GBL allows simulate some scenarios and teach concepts, while take decisions. For about ten years, Production Management (III and IV) classes at the researched institution have been held with the support of different games: the “Beer Game” and the “Lean Board Game”, in physical format and “Goldratt Simulator”, a virtual simulator. Although the teacher of the subjects understands the importance of using games to complement the classes and understanding the concepts covered, this application had not been the target of previous researches. In 2020, a research focused on the use of games in Production Engineering courses resulted in the implementation of steps and methods in order to analyse the gains from the implementation of the games in the subjects. The research model adopted divides students into a control group and a test group, with the application of learning and perception assessments by the participants.Production Engineering Department Faculty of Engineering UNESP, São PauloProduction Engineering Department Faculty of Engineering UNESP, São PauloUniversidade Estadual Paulista (UNESP)Machado, Bruna Andrade [UNESP]De Souza, Fernando Bernardi [UNESP]De Souza Rodrigues, José [UNESP]Hotta, Bárbara Yumi [UNESP]2022-04-28T19:43:33Z2022-04-28T19:43:33Z2021-01-01info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/conferenceObject274-282http://dx.doi.org/10.5281/zenodo.5096755International Symposium on Project Approaches in Engineering Education, v. 11, p. 274-282.2183-1378http://hdl.handle.net/11449/22224010.5281/zenodo.50967552-s2.0-85112804691Scopusreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESPengInternational Symposium on Project Approaches in Engineering Educationinfo:eu-repo/semantics/openAccess2022-04-28T19:43:33Zoai:repositorio.unesp.br:11449/222240Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-05T19:21:50.180454Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false
dc.title.none.fl_str_mv Game-based learning in a production engineering course in Brazil
title Game-based learning in a production engineering course in Brazil
spellingShingle Game-based learning in a production engineering course in Brazil
Machado, Bruna Andrade [UNESP]
Active methodologies
Game-based learning
Games
Production engineering
title_short Game-based learning in a production engineering course in Brazil
title_full Game-based learning in a production engineering course in Brazil
title_fullStr Game-based learning in a production engineering course in Brazil
title_full_unstemmed Game-based learning in a production engineering course in Brazil
title_sort Game-based learning in a production engineering course in Brazil
author Machado, Bruna Andrade [UNESP]
author_facet Machado, Bruna Andrade [UNESP]
De Souza, Fernando Bernardi [UNESP]
De Souza Rodrigues, José [UNESP]
Hotta, Bárbara Yumi [UNESP]
author_role author
author2 De Souza, Fernando Bernardi [UNESP]
De Souza Rodrigues, José [UNESP]
Hotta, Bárbara Yumi [UNESP]
author2_role author
author
author
dc.contributor.none.fl_str_mv Universidade Estadual Paulista (UNESP)
dc.contributor.author.fl_str_mv Machado, Bruna Andrade [UNESP]
De Souza, Fernando Bernardi [UNESP]
De Souza Rodrigues, José [UNESP]
Hotta, Bárbara Yumi [UNESP]
dc.subject.por.fl_str_mv Active methodologies
Game-based learning
Games
Production engineering
topic Active methodologies
Game-based learning
Games
Production engineering
description Production Management courses are key points in Production Engineering programs. Teaching concepts of Lean Manufacturing and Theory of Constraints (TOC) is an arduous task, since it involves the need to establish several important fundamentals. Traditional classes based on blackboard and speech tend to bring monotony and lack of interest to students, reducing their retention of content. On the other hand, there are active teaching methodologies that allow these concepts to be better worked and fixed. Among these methodologies is the Game-Based Learning (GBL). Based on the use of games for educational purposes, GBL allows simulate some scenarios and teach concepts, while take decisions. For about ten years, Production Management (III and IV) classes at the researched institution have been held with the support of different games: the “Beer Game” and the “Lean Board Game”, in physical format and “Goldratt Simulator”, a virtual simulator. Although the teacher of the subjects understands the importance of using games to complement the classes and understanding the concepts covered, this application had not been the target of previous researches. In 2020, a research focused on the use of games in Production Engineering courses resulted in the implementation of steps and methods in order to analyse the gains from the implementation of the games in the subjects. The research model adopted divides students into a control group and a test group, with the application of learning and perception assessments by the participants.
publishDate 2021
dc.date.none.fl_str_mv 2021-01-01
2022-04-28T19:43:33Z
2022-04-28T19:43:33Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/conferenceObject
format conferenceObject
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://dx.doi.org/10.5281/zenodo.5096755
International Symposium on Project Approaches in Engineering Education, v. 11, p. 274-282.
2183-1378
http://hdl.handle.net/11449/222240
10.5281/zenodo.5096755
2-s2.0-85112804691
url http://dx.doi.org/10.5281/zenodo.5096755
http://hdl.handle.net/11449/222240
identifier_str_mv International Symposium on Project Approaches in Engineering Education, v. 11, p. 274-282.
2183-1378
10.5281/zenodo.5096755
2-s2.0-85112804691
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv International Symposium on Project Approaches in Engineering Education
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv 274-282
dc.source.none.fl_str_mv Scopus
reponame:Repositório Institucional da UNESP
instname:Universidade Estadual Paulista (UNESP)
instacron:UNESP
instname_str Universidade Estadual Paulista (UNESP)
instacron_str UNESP
institution UNESP
reponame_str Repositório Institucional da UNESP
collection Repositório Institucional da UNESP
repository.name.fl_str_mv Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)
repository.mail.fl_str_mv
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